Draylian (3.5e Creature)

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Scales.png This page is of questionable balance. Reason: Advancement is "none" - shouldn't this be "by character class"? How is being able to see "radiation" defined in D&D? (can they see everything from gamma rays to visible light to microwaves?) "Survive in any condition" is poorly defined: how about in a pool of lava? The condition of "dying"? Shouldn't they be a living construct?

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Draylian, 1st level Fighter
Size/Type: Medium Construct
Hit Dice: 1d8 + 0 (4 hp)
Initiative: +1
Speed: 30ft
Armor Class: 13 (+2 nat, +1 dex), touch 11, flat-footed 12
Base Attack/Grapple: +0/+5
Attack: Scythe +5 (2d4 + 3)
Full Attack: Scythe +5 (2d4 + 3)
Space/Reach: 5ft x 5ft/5ft
Special Attacks: Handblast (1d6)
Special Qualities: Clockwork arm, Construct traits
Saves: Fort +2, Ref +1, Will -1
Abilities: Str 17, Dex 12, Con 11, Int 10, Wis 8, Cha 10
Skills: Jump +7, Spot -1, Tumble +3, Search +2
Feats: Weapon focus (Scythe), Improved Handblast
Environment: Any (except desert)
Organization: Solitary or party (1d6 + 1)
Challenge Rating: 1
Treasure: normal
Alignment: Neutral
Advancement: None
Level Adjustment: +0
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More information...

You hear, faintly, the grinding of machinery coming from somewhere in the trees around you. You quickly turn around, and see a robed figure weilding a scythe walking toward you. He doesn't appear to have any faction markings on his clockwork body. "Halt!" You say. The figure stops and drops his Scythe. You see a faint glow coming from his left hand. As you peer closer, a bright flash of light erupts from his hand, knocking you off your feet. This thing appears to be more than your everyday bandit.

This is an example of a Draylian that chose the Clockwork Arm as his starting graft. This race was created by the people of Ventremyr on Island of Ilyon for the purpose of investigating the ruins of Ezotos and seeing if human life could ever live there again. There were 38 troops of 10 Draylians each sent into the the wastes of Ezotos. 23 where destroyed by the monsters that inhabite the city, 4 were destroyed by the people of Ventremyr so that the secrets of creating these Clockwork men couldn't be discovered by opposing peoples, 8 returned battered, but generally unharmed. What happened in Ezotos to the remaining 3 groups, no one knows. They did return, but after the data had been extracted from them, and they were to be destroyed, they did not respond to the command, and instead destroyed the laboratory they were being held in and ran back to Ezotos. 57 years later, the first of the Draylians walked back into Ventremyr, and was able to talk, think, and survive in the urban jungle without any help. The council declared them their own race, and quickly accepted them into the society.


At first level, a Draylian chooses one of the following grafts to start his life with.

Clockwork Arm[edit]

+2 str, -2 dex. The Clockwork Arm graft gives the Draylian the ability to use a Handblast as a special attack useable every 1d4 rounds + (the Draylian's total level / 4). This fire deals damage equal to (the Draylian's total level / 2)d6.

Mechanical Eye[edit]

+2 int, -2 cha. The Mechanical Eye graft gives the Draylian the advantages of being able to see heat, gaseous poisons, and radiation (up to 60ft in any direction). This graft also gives the Draylian a +2 bonus on Spot and Search checks.

Clockwork Legs[edit]

+2 dex, -10ft speed. Every day, up to a total of (3/4 the Draylian's total level) times, the Draylians that have Clockwork Legs gain a boost of speed that gives them a +30ft speed increase. This lasts for (1/2 the Draylian's class level) rounds. It is useable again (1/4 the Draylian's class level) rounds after the burst wears off.

Clockwork Heart[edit]

+2 con, -2 str. The Draylians that have a Clockwork Heart are gain the ability to survive in any condition, such as underwater, in a vaccum, or buried alive. They have no need to eat, drink or sleep. They must, once every week, devote one whole day to cleaning out their heart.

Clockwork Spine[edit]

+2 str, -2 cha, -2 wis. A Draylian that has a Clockwork spine as his graft is treated as if he had the Powerful Build trait (He becomes one size larger than medium for purposes of weilding weapons and carrying capacity).

All Draylians are treated as constructs, but do have a constitution score, do not have low-light or darkvision, they are subject to nonlethal damage, critical hits, ability damage, ability drain, and energy drain. They can die from massive damage, and are at risk from any attack that requires a fortitude save. They can be raised or resurected, and do not gain bonus hit points for size.

They do posses a 25% chance to deflect any critical hit made against them, and take the attack at normal damage.

Draylian Feats[edit]

Improved Handblast, Altered Energy Handblast, Double Handblast, Extra Graft, and Improved Burst


Depending on what graft the Draylian takes, their approach to combat can range from being sneaky to being an all out brawler. They always try to make the best use of their chosen graft in any circumstance.

Back to Main Page3.5e HomebrewCreaturesCR 1

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